I don't think that a coin "occupies" a space (is not an obstacle) and therefore the monster can summon on the spot. Once it moves the coin is there to be picked up as I don't believe that monsters pick up coins.

* edit: according to comments below spawns are afraid of coins and thus do not spawn on them. See below.

I don't think that a coin "occupies" a space (is not an obstacle) and therefore the monster can summon on the spot.

A coin is not an obstacle, but a space with a coin on it is still not empty. Empty spaces are those with nothing, corridors, open doors, or pressure plates. An empty hex is distinct from an "unoccupied hex", which is one that has no figures on it (but still has tokens or overlay tiles including obstacles). (p. 19)

Interesting responses ... this can open up some gamery activity if coins fill a space. Selective kills and an obstacle or 2 and you can shut down the summon point? Mmm ... [I don't like that]

Summon point sequence:1. On the designated spot2. On a neighboring empty spot next to the prime location3. No summon

This is correct, right? If a cultist is completely surrounded it will not summon, right?

If the coin blocks the summon point I would have had our team play that scenario differently. It would be easier to address the issue and shut down the summon point. We had multiple coins near the location. Interesting.

Summon point sequence:1. On the designated spot2. On a neighboring empty spot next to the prime location3. No summon

No.

If the summon point is occupied, the summons does not occur. Often the summons point is adjacent to the summoner, meaning that any spot adjacent to the summoner is a legitimate summons point. If all are occupied by coins, allies, monsters, other summons, etc. ... summons does not occur.

Interesting responses ... this can open up some gamery activity if coins fill a space. Selective kills and an obstacle or 2 and you can shut down the summon point? Mmm ... [I don't like that]

Summon point sequence:1. On the designated spot2. On a neighboring empty spot next to the prime location3. No summon

This is correct, right? If a cultist is completely surrounded it will not summon, right?

If the coin blocks the summon point I would have had our team play that scenario differently. It would be easier to address the issue and shut down the summon point. We had multiple coins near the location. Interesting.

you're confusing the SUMMON rules with the SPAWN rules.

monsters are SPAWNED in or near a specific hex on the board as prescribed by the scenario rules/text. They will always appear: either in their designated hex, or the closest empty hex to their designated hex (no matter how far away the closest one is)

SUMMONED figures are created due to the ability card of a monster (including the "special" boss abilities, which are defined in the scenario book for that boss's scenario) or due to the ability card or certain item effects by the player characters. A summon will only appear if there is an empty spot immediately adjacent to the summoner.

so using some examples from a couple early scenarios:scenario 2:

Spoiler (click to reveal)

The Bandit Commander has a special ability where it summons a Living Bones. The LB will only appear if there is an empty hex immediately adjacent to the Commander.

scenario 3:

Spoiler (click to reveal)

Inox Guards spawn at hex A due to the special scenario rules.- if A already contains something (a monster, a character, a coin, a trap thrown by the tinkerer, an obstacle thrown by a cragheart, etc.), then it will spawn in an adjacent empty hex (if there are multiple empty hexes adjacent, then the players decide where it shows up)- if there are no adjacent empty hexes, then it will show up in an empty hex 2 spaces away from A, and so on

By Raw no.By the law of what's the most fun for your group, whatever you prefer. (But personally I'd feel like cheating if a coin blocked a summon, RAW or no.

coins are actually the embodiment of the souls of slain monsters.however, summoned/spawned monsters contain no soul (which is why they don't drop coins when killed), and are unable to appear on a spot filled with a coin/deceased-soul, as that soul emanates a mystic dweomer which interferes with the summoning/spawning magic. (though once the summoning or spawning has occured, the summon/spawn is able to move over or onto a coin normally)

[none of this is actually in the rules, I'm just creating my own flavor text]

And one further point:a hex is still considered "empty" even if it has a red Scenario Aid token (i.e. the marker that designates "hex a" or whatever) or a silver/black objective tokens These do not physically exist in the game world, and are only reference points for the players.

Another maybe prudent reminder: Spawned monsters don't drop coins, so getting a coin onto a spawn point requires luring another monster to that space before killing it, which is rarely worth the trouble no matter how much you want the spawn point to move elsewhere.

Interesting responses ... this can open up some gamery activity if coins fill a space. Selective kills and an obstacle or 2 and you can shut down the summon point? Mmm ... [I don't like that]

Summon point sequence:1. On the designated spot2. On a neighboring empty spot next to the prime location3. No summon

This is correct, right? If a cultist is completely surrounded it will not summon, right?

If the coin blocks the summon point I would have had our team play that scenario differently. It would be easier to address the issue and shut down the summon point. We had multiple coins near the location. Interesting.

you're confusing the SUMMON rules with the SPAWN rules.

monsters are SPAWNED in or near a specific hex on the board as prescribed by the scenario rules/text. They will always appear: either in their designated hex, or the closest empty hex to their designated hex (no matter how far away the closest one is)

SUMMONED figures are created due to the ability card of a monster (including the "special" boss abilities, which are defined in the scenario book for that boss's scenario) or due to the ability card or certain item effects by the player characters. A summon will only appear if there is an empty spot immediately adjacent to the summoner.

so using some examples from a couple early scenarios:scenario 2:

Spoiler (click to reveal)

The Bandit Commander has a special ability where it summons a Living Bones. The LB will only appear if there is an empty hex immediately adjacent to the Commander.

scenario 3:

Spoiler (click to reveal)

Inox Guards spawn at hex A due to the special scenario rules.- if A already contains something (a monster, a character, a coin, a trap thrown by the tinkerer, an obstacle thrown by a cragheart, etc.), then it will spawn in an adjacent empty hex (if there are multiple empty hexes adjacent, then the players decide where it shows up)- if there are no adjacent empty hexes, then it will show up in an empty hex 2 spaces away from A, and so on

OK, I feel better. We played it this way other than the coin thing.

I still think that we can leverage the coin thing though on future scenarios. I will make notes of this regarding spawning. As I mentioned a couple of placed obstacles will make the beasties follow the path that I want them to follow.

Another maybe prudent reminder: Spawned monsters don't drop coins, so getting a coin onto a spawn point requires luring another monster to that space before killing it, which is rarely worth the trouble no matter how much you want the spawn point to move elsewhere.

I was under the impression that spawned monsters drop coins, but summoned ones don't. Maybe I need to reread the rule book... again.

Edit, after rereading the rule book (p. 34):

"Spawning: When a monster is spawned, it is set up on the map at its spawning location or the nearest empty hex to that location. If a monster is spawned at the end of a round, it will begin to activate on the following round. If a monster is spawned during a round, it activates as if it had just been revealed (see Revealing a Room on p. 19 for details)."

page 20:When a monster dies, money token is also placed on the hex where it died if the monster was not summoned or spawned.

Thinsilver wrote:

piman wrote:

Another maybe prudent reminder: Spawned monsters don't drop coins, so getting a coin onto a spawn point requires luring another monster to that space before killing it, which is rarely worth the trouble no matter how much you want the spawn point to move elsewhere.

I was under the impression that spawned monsters drop coins, but summoned ones don't. Maybe I need to reread the rule book... again.

Edit, after rereading the rule book (p. 34):

"Spawning: When a monster is spawned, it is set up on the map at its spawning location or the nearest empty hex to that location. If a monster is spawned at the end of a round, it will begin to activate on the following round. If a monster is spawned during a round, it activates as if it had just been revealed (see Revealing a Room on p. 19 for details)."

Empty spaces are those with nothing, corridors, open doors, or pressure plates. An empty hex is distinct from an "unoccupied hex", which is one that has no figures on it (but still has tokens or overlay tiles including obstacles). (p. 19)